Present a table outlining the mechanics of the game.
In the subpages detail:
Code
o Outline what coding will the game need
o Specify with pseudo-code how the main mechanics will be implemented.
o Include examples of code that could be used in the game.
- Physics
o Specify what physics the game will need.
o Explain how these physics will be implemented.
- AI
o Specify what AI the game will need.
o Explain how the AI will be implemented.
- Sound engineering
Overview
Multiplayer
To be successful, players must cooperate and communicate
Different roles and jobs
No job is more important than another
Each will get it's moment to shine
Seasonal/cyclical changes that affect gameplay
Survival elements - stat meters, resource collection
Exploration
Drifting through the biomes to gather resources
Upgrade and maintain the train
Keep ahead of the deadly fog - no escape, no destination
The various roles/classes we're considering:
Medic - healing players after tangling with hostile wildlife
Players getting injured from 'hostile wildlife' would use a Combat System and Hostile AI System
The Medic being able to heal injured players would use the Contextual Interaction System which includes Player Health (Healing & Damage)
Steelworker - making the tools for the mechanic(s)/engineer(s) and medic(s) in case their tools completely break
This would use the Contextual Interaction System in conjunction with a Object Instantiating System, Skill Checking System and Resource Consumption System
Rather than making tools this class could be replaced with Miner who gathers resources used by Mechanic/Engineer and other classes for repairing objects?
Conductor/Navigator - their job is to either scan the surroundings upon arrival in a new biome to determine which resources are available etc; or use the monitor in the conductor's cart to remotely switch the intersection to determine which biome is visited next (they will be in charge of monitoring the recuperation state of previously-visited biomes)
Scanning for resources and other information would be a new system like Scouting System or similar, but might still just be a continuation of the Contextual Interaction System meaning it would require a resource to perform the action (scanning)
Switching the intersection would also be handled by that Contextual Interaction System and be a resource free interaction.
Mechanic/Engineer - The train could be slowly, constantly falling apart - requires a mechanic/engineer to be going up and down doing repairs throughout the game
if this player is not dong their job, the train breaks down prematurely
Performing repairs is another part of the Contextual Interaction System
Cook - making food for players to consume and medicinal items for the medic(s) to use
Hunter/Gatherer - acquires food either from 'picking berries' or 'hunting creatures'
Contextual Interaction System - Code/Functionality
Long story short every role's primary functions would be a variation on the Contextual Interaction System in some way.
Players (and some AI) would perform an interaction on an object which is interactable.
When performing the interaction there would be a check: